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#cplusplus

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Giuseppe Bilotta<p>I would rather NOT rewrite our .zip archive code to do the «unpack in separate directory and then remove» thing. So does anybody know of a different C++ library to access zip archive contents directly that DOES support <a href="https://fediscience.org/tags/Zip64" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>Zip64</span></a>?</p><p><a href="https://fediscience.org/tags/askFedi" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>askFedi</span></a> <a href="https://fediscience.org/tags/fediHelp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>fediHelp</span></a> <a href="https://fediscience.org/tags/CPlusPlus" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>CPlusPlus</span></a> <a href="https://fediscience.org/tags/askMastodon" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>askMastodon</span></a> <a href="https://fediscience.org/tags/mastoHelp" class="mention hashtag" rel="nofollow noopener" target="_blank">#<span>mastoHelp</span></a></p>

Dare I admit that I don't really understand what std::move() does? Of course I dare. #CPlusPlus

Reading the "Move: What it is, and how to use it" section on herbsutter.com/2020/02/17/move , and comparing to the codebase I am working on, I think I see a clear discrepancy. The code uses std::move() a *lot*.

Sutter’s Mill · Move, simplyC++ “move” semantics are simple, and unchanged since C++11. But they are still widely misunderstood, sometimes because of unclear teaching and sometimes because of a desire to view move…

The pre and post increment operators in C++ are two different operators, so if you overload them you could make i++ and ++i do completely different things - assuming you hated the person who would have to maintain your code.

I wish the C++ standard had chosen a different term than

noexcept(false)

to indicate a function can throw. Why couldn't we use throw() and throw(...) instead for doesn't throw or throws some exceptions? The former is identical to before, and the latter was invalid before, wasn't it?

And it would be similar to catch(...) !

I added hot reloading of C++ gameplay code to my game :D

This is possible because "engine" code and "gameplay" code is split into different shared libraries. So when you hit F5, it compiles a new shared library for the gameplay code and loads the new one (as well as reloading all the assets etc).

Say, is there a trick in C++ to make to_string() work for any type?

If I have

using namespace std;

and then just write

to_string(foo)

it will prefer my local namespace's to_string(MyClass) and error when given an int, instead of picking std::to_string(int) for those.

Do I really have to add all variants of

inline string to_string(int n) { return std::to_string(n); }

to my namespace to be able to just say to_string(foo) for any type and make it work?

#CPlusPlus#CPP#CXX
Continued thread

Oh, I forgot my other complaint.

4) The reference implementation Radicle client is written in #Rust. Not necessarily a problem, since if the protocol takes off there will certainly be implementations in more mature languages like #Python or #CPlusPlus, but I don't love the extra bit of uncertainly with a new language along with a new protocol.